2014-01-14, 01:11 PM
Party drop doesn't really solve the issue of lack of party play well at all.
Honestly, for the most part, Maplestory bossing in regard to classes (and even in general) is pretty one dimensional. The only support classes I can think of that don't relate to more damage are the classes that can resurrect party members and those with bind. This is especially true on the newer bosses that deal % hp damage. This matters because as long as defeating every boss relies 90% on just pure damage, eventually the power creep is going to catch up to the boss and it'll be more beneficial to solo rather than go in a party.
Right now, the party drop system doesn't really encourage party play because for every party member you bring, you could just bring a mule that you don't have to split money with instead, if you are strong enough. Thus, party drop or no party drop, you are only required for your damage, and we all know how fast damage standards change in Maplestory. I do feel like it is a good system if each member of the party has to contribute to the kill, because it's a good way to safely split drops. But, the scenario where each member contributes equally and is equally required to bring down a boss becomes pretty rare in Maplestory as people get stronger.
To fix party play, there has to be a complete change in not only boss mechanics, but also class roles (there are pretty much no roles at the moment). Lowering the drop rate is a temporary economic fix and the party drop system does nothing except contradict lowering the drop rate by raising the drop rate.
I never thought about it like this, but diversifying classes would also partially alleviate the power creep/boss problem by making damage less of a main focus and more of a major side benefit. Maybe 5th job.
Honestly, for the most part, Maplestory bossing in regard to classes (and even in general) is pretty one dimensional. The only support classes I can think of that don't relate to more damage are the classes that can resurrect party members and those with bind. This is especially true on the newer bosses that deal % hp damage. This matters because as long as defeating every boss relies 90% on just pure damage, eventually the power creep is going to catch up to the boss and it'll be more beneficial to solo rather than go in a party.
Right now, the party drop system doesn't really encourage party play because for every party member you bring, you could just bring a mule that you don't have to split money with instead, if you are strong enough. Thus, party drop or no party drop, you are only required for your damage, and we all know how fast damage standards change in Maplestory. I do feel like it is a good system if each member of the party has to contribute to the kill, because it's a good way to safely split drops. But, the scenario where each member contributes equally and is equally required to bring down a boss becomes pretty rare in Maplestory as people get stronger.
To fix party play, there has to be a complete change in not only boss mechanics, but also class roles (there are pretty much no roles at the moment). Lowering the drop rate is a temporary economic fix and the party drop system does nothing except contradict lowering the drop rate by raising the drop rate.
I never thought about it like this, but diversifying classes would also partially alleviate the power creep/boss problem by making damage less of a main focus and more of a major side benefit. Maybe 5th job.

